Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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Hab mal gebastelt. Nicht schön, aber funktional
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Cloud ist nett. Aber was bringt das Haushalten die mit <6k leben müssen. Kapier eh nicht wie das funktionieren soll. Daten auslagen wie bei der Dropbox, ok. Aber Sachen in Echtzeit berechnen?
Welch Wunder bei 95% Nintendo/Sony Fans![]()
Wie das jetzt genau bei Spielen und vor allem bei der Grafikberechung unterstützend funktionieren soll, wird man wohl abwarten müssen.
Jedenfalls wird sich MS schon was dabei gedacht haben wenn sie die Serverzahl mal eben so verzwanzigfachen.
I'm not sitting here saying sensational horseshit like "omg it will allow you to render at 60 FPS with 64xAA with 10x the texture resolution and 30x the polygonal budget"
No.
There is finite limits in which to work with (because of latency and bandwidth), that's why it will be based around "experience" ie it won't really make the game you're looking at much better.
Things that are done in cloud and locally alternate. So when you take an action against an AI opponent or they are within "range" to do the same, local system takes over. When I say structural physics, I mean if it is something you can't directly interact with. When I say weather, I am talking about charting where it's raining, wind currents (which the rendering engine can work off). Right now it's uni directional and like a light switch.
When I'm talking physics of everything, imagine you looking down from a tall building at all the cars moving around, the physics of the cars just driving around are a resource waste, the AI that is controlling the cars are a resource waste.
You shoot one of those cars, local system takes over for physics as its latency sensitive, AI may be shifted locally, animations? Moved from cloud and done locally
Thing is, a lot of pieces in the game environment are not latency sensitive, you wouldn't notice if they were done locally or remotely
But when you interact, local system takes over. When you leave the area or are not directly interacting with these objects, they are then shifted to the cloud.
15 exclusives. Force feedback triggers. 300,000 servers for cloud computing. There was stuff in the 1 hr conference for core gamers to like. I'm not dismissing any issues people have with the console, but don't act like there was nothing for core gamers to like. MS also made it clear before the conference that E3 is meant for big game announcements.
Welch Wunder bei 95% Nintendo/Sony Fans![]()
Du mußt aber keine Pic's von dir vom letzten Oktoberfest posten
Aber ok, now we know what you've done there
Nimms nicht persönlich, is nur Spaß!!!
Und zu dem Bild: Du als intensiver Kenner der Materie hast den "Beutel" nicht erkannt? Das ist Herr Liam Neeson
Nur Spaß! Also das mit dem Kenner![]()
Vorsicht...du bist ja selbst vom Fach. Ich gehe davon aus das M$ keine 300.000 physikalische Server hat, sondern auf 20 -30.000 virtualisiert. Alles andere wäre imo auch unrentabel bzw. geldverschwendung. Was genau dabei rauskommt werden wir heuer (in diesem Jahr) noch sehen...vorausgesetzt die Xone launched bei uns 2013!
Our first question had to do with the 30,000-server cloud architecture that Microsoft says the Xbox One will use to help support "latency-insensitive computation" in its games. What does that mean exactly, and can laggy cloud data really help in a video game where most things have to be able to respond locally and immediately?
"Things that I would call latency-sensitive would be reactions to animations in a shooter, reactions to hits and shots in a racing game, reactions to collisions," Booty told Ars. "Those things you need to have happen immediately and on frame and in sync with your controller. There are some things in a video game world, though, that don't necessarily need to be updated every frame or don't change that much in reaction to what's going on."
"One example of that might be lighting," he continued. "Let’s say you’re looking at a forest scene and you need to calculate the light coming through the trees, or you’re going through a battlefield and have very dense volumetric fog that’s hugging the terrain. Those things often involve some complicated up-front calculations when you enter that world, but they don’t necessarily have to be updated every frame. Those are perfect candidates for the console to offload that to the cloud—the cloud can do the heavy lifting, because you’ve got the ability to throw multiple devices at the problem in the cloud."
Booty added that things like physics modeling, fluid dynamics, and cloth motion were all prime examples of effects that require a lot of up-front computation that could be handled in the cloud without adding any lag to the actual gameplay. And the server resources Microsoft is putting toward these calculations will be much greater than a local Xbox One could handle on its own. "A rule of thumb we like to use is that [for] every Xbox One available in your living room we’ll have three of those devices in the cloud available," he said.
While cloud computation data doesn't have to be updated and synced with every frame of game data, developers are still going to have to manage the timing and flow of this cloud computing to avoid noticeable changes in graphic quality, Booty said. “Without getting too into the weeds, think about a lighting technique like ambient occlusion that gives you all the cracks and crevices and shadows that happen not just from direct light. There are a number of calculations that have to be done up front, and as the camera moves the effect will change. So when you walk into a room, it might be that for the first second or two the fidelity of the lighting is done by the console, but then, as the cloud catches up with that, the data comes back down to the console and you have incredibly realistic lighting."
http://arstechnica.com/gaming/2013/...s-more-processing-power-from-cloud-computing/
Wer sagt denn, dass das bei den derzeitigen nicht schon der Fall ist ?
Ist sogar eher logisch. Server ist Server.
Ob nun in einem physikalischen Gehäuse ein oder 10 virtuelle Server stecken ist unerheblich, solange bei beiden Aussagen das gleiche gemeint ist.
Also, im Moment besteht das XBOX Live Netzwerk aus 15.000 logischen Servern. Demnächst werden es 300.000 sein. Ist also ein Sprung um den Faktor 20 und wohl auch nötig, wenn man eben jetzt Berechnungen auslagern möchte.
Our first question had to do with the 30,000-server cloud architecture that Microsoft says the Xbox One will use to help support "latency-insensitive computation" in its games. What does that mean exactly, and can laggy cloud data really help in a video game where most things have to be able to respond locally and immediately?
"Things that I would call latency-sensitive would be reactions to animations in a shooter, reactions to hits and shots in a racing game, reactions to collisions," Booty told Ars. "Those things you need to have happen immediately and on frame and in sync with your controller. There are some things in a video game world, though, that don't necessarily need to be updated every frame or don't change that much in reaction to what's going on."
"One example of that might be lighting," he continued. "Let’s say you’re looking at a forest scene and you need to calculate the light coming through the trees, or you’re going through a battlefield and have very dense volumetric fog that’s hugging the terrain. Those things often involve some complicated up-front calculations when you enter that world, but they don’t necessarily have to be updated every frame. Those are perfect candidates for the console to offload that to the cloud—the cloud can do the heavy lifting, because you’ve got the ability to throw multiple devices at the problem in the cloud."
Booty added that things like physics modeling, fluid dynamics, and cloth motion were all prime examples of effects that require a lot of up-front computation that could be handled in the cloud without adding any lag to the actual gameplay. And the server resources Microsoft is putting toward these calculations will be much greater than a local Xbox One could handle on its own. "A rule of thumb we like to use is that [for] every Xbox One available in your living room we’ll have three of those devices in the cloud available," he said.
While cloud computation data doesn't have to be updated and synced with every frame of game data, developers are still going to have to manage the timing and flow of this cloud computing to avoid noticeable changes in graphic quality, Booty said. “Without getting too into the weeds, think about a lighting technique like ambient occlusion that gives you all the cracks and crevices and shadows that happen not just from direct light. There are a number of calculations that have to be done up front, and as the camera moves the effect will change. So when you walk into a room, it might be that for the first second or two the fidelity of the lighting is done by the console, but then, as the cloud catches up with that, the data comes back down to the console and you have incredibly realistic lighting."
http://arstechnica.com/gaming/2013/...s-more-processing-power-from-cloud-computing/
Das haben die im GAF doch schon gestern mit den PS4 covern gemachtHab eben mal schnell etwas getrickst und das würde mir schon besser gefallen
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:smile5:
Aber gut Geschmackssache.
Klingt als ob man nen normalen Reciver dazu braucht, diesen haben ja eh schon viele bei sich rumstehen. Jungs, ihr kennt euch da bestimmt besser aus. Kann man von den großen TV Anbieter auch Fernsehen per Internet bekommen?Da kommt doch gerade eine Werbemail von MS rein, und im Disclaimer entdecke ich folgendes:
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Na denn bin ich jedenfalls mal gespannt, ob die Übertragung der Sprach- und Gestensteuerung funktioniert. Hört sich für mich jedenfalls gut an.